Hello,
This thread is intended to provide support for the MecaFig add-on.
On this thread, I will post all the news about the add-on: updates, development of features, major changes, bug fixes... And you can also use it to ask your questions, report any bugs, suggest ideas...
Thanks.
Hi @Helo.
How can I add the joint lines and injection point of the mould details to my minifigures? I already read the manual and I don't see where it says about how to add these details...
Hi legominifigures_customs,
All these details are automatically added when you add a new MecaFig. They are stored in the Shader, so only visible when you use EEVEE or Cycles.
Hello Guys, Does it work with the version 2.93 of blender please?
UPDATE [ OK it's good sorry, i went through all the pages 😄 and the answers are there. Thanks!
Hello Guys! I still don't understand where are the hairs when I import my model. Thanks for your help. Cheers.
Hello there, me again. When importing with your tools I can't benefit from the "advanced import" function from the mecabricks advanced plugin (fingerprints, scratches etc. ) Is there a way to have both, please?
Thanks for your feedback.
Hi irong,
These functions are only available for the parts with the Mecabricks Shader.
The MecaFigs have their own Shader. You can also add scratches and fingerprints. Take a look at the "WEARS" sub-panel in the "SHADER" panel of the MacaFig addon.
Does MecaFig have deformable hands?
Hi,
Yes, it has. Both wrists and "fingers" are deformable.
Thanks very much! ^_^
Are there any concerns I need to have about compatibility, or will it just work?
Depending on your version of Blender, you can have some differencies regarding the performances of the Shader of MecaFig.
Also, depending on your hardware, using MecaFig could slow down your 3D View. You'll need to disable the Subsurf Modifier for all the parts ans use the Workbench engine instead of EEVEE.
Thanks for answering. EEVEE Render does slow down, especially when close to the objects so the material is really visible. Workbench is reasonably stable, though.
Is there a pole target bone for the leg and arm IK? If there is, I haven't found it...
Unfortunately, no.
MecaFig has a specific rig for both Legs and Arms. And due to a limitation of the Pole Target feature in Blender, I choose to not use it for avoiding some problems.
It will be implemented in the future but it will imply some adaptations for the Rig.
Is there a workaround I can use? Otherwise I could just simply add one in myself.
The only workaround I see is to switch to the FK Mode to correct the position but it's not so easy and efficient than with a Pole Target.
You could add one by yourself, yeah, but it will break the constraints of the IK chains (especially at the shoulder for the arm) and the IK / FK Switch too.
(Damn, it did post only the first word...) Hello !
First: thanks for your amazing work with MecaFig so far! I really enjoy using it, since it gives me superior controll over my figurines compared with EpicFigRig (at least for what i want to do). It also works pretty darn well with Blender 3.0
However, is there any news regarding the "issue" with accessories / helmets / hair?
Also, if possible, i'd like to post a request:
These would be the features that make MecaFig perfect for me. If possible, i would also donate to make these features reality
Best regards, Matthias
Hello, Is there a way to snap the root bone to character after doing a walk cycle and moving the character forward so I can just duplicate the walk cycle and the character continuously moves forward rather then snap back to the root bone? In epicfigrig, there is a snap master bone (root bone) option which easily allows this. Also, I know you probably hate to hear this by now but is there any news on importing models with accessories? EpicFigRig also imports models with accessories. Also, I just bought this today and love the shaders! I can also state that this add on works great with Blender 3.0.
I look forward to your responds
Regards
Mike108
Hey there, I am having an issue with Mecafig not letting me import and Zmbx file of a figure so im forced to import the ZMBX through mecabricks the way I would any other imported set. is there a way for me to link the imported figure to mecafig? I have very basic knowledge with all this stuff so I really dont want this to be a waste. Thanks
Hi,
@meister86:
Thanks! I'm glad you enjoy my add-on.
Yes. The next version (when I had found the time to finish it...) will come with tools allowing you to add accessories more simply. But it will not be automatic. First, because it is hard to create a code that can make the difference between an accessory and a simple part, and because, sometimes, accessories can be composed of multiple parts. Then, because it would involve that my add-on import itself the accessories in Blender, and this is not its function. There are alerady the Mecabricks add-ons for this and they make perfectly the job.
The snapping feature is one of the tools.
Dynamic for capes is not planned for the moment, sorry. But it can be achieved easily with a Cloth Simulation if you want to try by yourself.
@Mike108:
You can use the 3D Cursor to achieve this and make a "Ctrl + S > Selection to 3D Cursor", but this will not be as precise as with a snapping function. This Root Snapping function is a good idea, I will add it.
For the accessories, take a look at my answer to @meister86 just above.
@Liamhobanthrush:
Is it a classic Fig, a Mini-Fig or anything else? Did you get an error message or something like that? Do noy hesitate to post a screenshot if you can. You can also send me a private message if you prefer.
Thanks.
Hi! Is there any trial version of the add-on?I would like to try it first to see if I will be able to use it hahaha
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